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Animesh and pathfinding
Posted: Fri Nov 06, 2020 7:06 pm
by Kim McCabe
Anyone working on Animesh and pathfinding? Do you know of any good Animesh scripts or systems in opensim? I make my own mesh models and I can animate them, was just wondering if there was anything a little more advanced here in opensim yet. I see some systems in SL that look interesting. Can we do that here?
Re: Animesh and pathfinding
Posted: Sun Nov 08, 2020 2:58 pm
by Chris Namaste
yes Kim,
i hope to find same and i'm glad u write this

hopefully pple will see your post & give info

christa
Re: Animesh and pathfinding
Posted: Sun Nov 08, 2020 3:55 pm
by Ilan Tochner
Hi Kim,
AFAIK the pathfinding code in SL relies on their use of the Havok physics engine, which isn't an option in OpenSim.
Re: Animesh and pathfinding
Posted: Tue Nov 10, 2020 9:44 pm
by Tess Juel
Ilan Tochner wrote: Sun Nov 08, 2020 3:55 pm
AFAIK the pathfinding code in SL relies on their use of the Havok physics engine,
It does and I think it's just as well we don't have that one on opensim. SL's pathfinding function is seriously awkward to use and even worse, it takes up a horrendous amount of server capacity. It actually used to use a
minimum of 23-25% of a full region's allocated server resources. LL did a thorough cleanup of the pathfinding function when they launched animesh but it's still seriously heavy for the poor simulator - 10-15% of the allocated resources if I remember correctly. Fortunately pathfinder characters in SL stack very well so multiple characters and/or more complex patterns don't add much to this base load but even so, the base load seriously limits the functions usefulness in SL.
With that being said, a more efficient and maybe also more user friendly pathfinding function would have been a great addition to opensim. Maybe somebody should have a word with Ubit about it?